So you rolled an 11-20 (on Story 4)
Somehow, you managed to avoid setting off the old space mine. Your scanners show that it is nuclear in nature. You have several options:
- You could just leave the mine there for the next guy. Place this card back in the Encounters deck to potentially come out again later.
- You could move to a distance and detonate it with your ship’s weapons. It will create a nuclear zone that causes 1d4 damage (blockable with shields) anytime anyone passes throughout. Place the radiation marker there. (1 Fame Point)
- You could tractor on to your ship and have your engineer and your munitions expert spend the rest of the turn disarming it. (1 Fame Point)
- You could tractor it on board your ship and save it for a time that you find useful. At some point you can rig a quick timer on it, drop it in space, and create a permanent nuclear zone, making it more dangerous for others to go through that area that you will mark with a radioactive token. That space will cause 1d4 damage (blockable by shields).
Note: This radiation zone only functions to heal the Space Kraken if it encounters this space. Roll a d4 to see how much health the Space Kraken regains.